Example_Blend.xml

<Input>
Cube.blend
</Input>

<Output>
Cube.alo
</Output>

<!-- enumeration of submeshes to pack into the .alo -->

<Submesh>

<!-- the name of your mesh in your input file -->

<Mesh>Torus</Mesh>

<!-- shader for this submesh (vertex format must match the shader's specified format) -->

<Shader>pbr_mesh_standard.fx</Shader>
<VertexFormat>alD3dVertNU2U3U3U2C</VertexFormat>

<!-- -->

<ShaderParam name="UVOffset" type="float3">
  <x>0.0</x>
  <y>0.0</y>
  <z>0.0</z>
</ShaderParam>

<ShaderParam name="Diffuse" type="float4">
  <x>1.0</x>
  <y>1.0</y>
  <z>1.0</z>
  <w>1.0</w>
</ShaderParam>

<ShaderParam name="Specular" type="float4">
  <x>1.0</x>
  <y>1.0</y>
  <z>1.0</z>
  <w>1.0</w>
</ShaderParam>

<ShaderParam name="RoughnessScale" type="float">
1.0
</ShaderParam>

<ShaderParam name="LightingIntensity" type="float">
1.0
</ShaderParam>

<ShaderParam name="NormalTexture" type="texture">
00_bump_flat.tga
</ShaderParam>

<ShaderParam name="BaseTexture" type="texture">
00_game.tga
</ShaderParam>

<ShaderParam name="MRATexture" type="texture">
00_mra.tga
</ShaderParam>

</Submesh>

<!-- another submesh, pack multiple into one .alo
(support many shaders in one model) -->

<Submesh>

<Mesh>Cube</Mesh>

<Shader>pbr_mesh_standard.fx</Shader>
<VertexFormat>alD3dVertNU2U3U3U2C</VertexFormat>

<ShaderParam name="UVOffset" type="float3">
  <x>0.0</x>
  <y>0.0</y>
  <z>0.0</z>
</ShaderParam>

<ShaderParam name="Diffuse" type="float4">
  <x>1.0</x>
  <y>1.0</y>
  <z>1.0</z>
  <w>1.0</w>
</ShaderParam>

<ShaderParam name="Specular" type="float4">
  <x>1.0</x>
  <y>1.0</y>
  <z>1.0</z>
  <w>1.0</w>
</ShaderParam>

<ShaderParam name="RoughnessScale" type="float">
1.0
</ShaderParam>

<ShaderParam name="LightingIntensity" type="float">
1.0
</ShaderParam>

<ShaderParam name="NormalTexture" type="texture">
00_bump_flat.tga
</ShaderParam>

<ShaderParam name="BaseTexture" type="texture">
00_game.tga
</ShaderParam>

<ShaderParam name="MRATexture" type="texture">
00_mra.tga
</ShaderParam>

</Submesh>